From 04bc4a257e867ed4dab8b920fb92b3dbfbe85853 Mon Sep 17 00:00:00 2001 From: rz5 Date: Sat, 16 Jul 2016 00:28:48 +0100 Subject: [PATCH] Create crt-easymode.slang Broken translation that at least compiles --- crt/crt-easymode.slang | 182 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 182 insertions(+) create mode 100644 crt/crt-easymode.slang diff --git a/crt/crt-easymode.slang b/crt/crt-easymode.slang new file mode 100644 index 0000000..ec57ec5 --- /dev/null +++ b/crt/crt-easymode.slang @@ -0,0 +1,182 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; /* .xy is Cg equivalent of output_size */ + vec4 OriginalSize; + vec4 SourceSize; /* .xy is Cg equivalent of both texture_size and video_size */ +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 2) out vec2 coords; + + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +/* + CRT Shader by EasyMode + License: GPL + + A flat CRT shader ideally for 1080p or higher displays. + + Recommended Settings: + + Video + - Aspect Ratio: 4:3 + - Integer Scale: Off + + Shader + - Filter: Nearest + - Scale: Don't Care + + Example RGB Mask Parameter Settings: + + Aperture Grille (Default) + - Dot Width: 1 + - Dot Height: 1 + - Stagger: 0 + + Lottes' Shadow Mask + - Dot Width: 2 + - Dot Height: 1 + - Stagger: 3 +*/ + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 FragCoord; +layout(location = 2) in vec2 coords; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define SHARPNESS_H 0.5 +#define SHARPNESS_V 1.0 +#define MASK_STRENGTH 0.3 +#define MASK_DOT_WIDTH 1.0 +#define MASK_DOT_HEIGHT 1.0 +#define MASK_STAGGER 0.0 +#define MASK_SIZE 1.0 +#define SCANLINE_STRENGTH 1.0 +#define SCANLINE_BEAM_WIDTH_MIN 1.5 +#define SCANLINE_BEAM_WIDTH_MAX 1.5 +#define SCANLINE_BRIGHT_MIN 0.35 +#define SCANLINE_BRIGHT_MAX 0.65 +#define SCANLINE_CUTOFF 400.0 +#define GAMMA_INPUT 2.0 +#define GAMMA_OUTPUT 1.8 +#define BRIGHT_BOOST 1.2 +#define DILATION 1.0 + +#define FIX(c) max(abs(c), 1e-5) +#define PI 3.141592653589 + +#define TEX2D(c) dilate(texture(Source, c)) + +// Set to 0 to use linear filter and gain speed +#define ENABLE_LANCZOS 1 + + + +vec4 dilate(vec4 col) +{ + vec4 x = mix(vec4(1.0), col, DILATION); + + return col * x; +} + +float curve_distance(float x, float sharp) +{ + +/* + apply half-circle s-curve to distance for sharper (more pixelated) interpolation + single line formula for Graph Toy: + 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x) +*/ + + float x_step = step(0.5, x); + float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x); + + return mix(x, curve, sharp); +} + +mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) +{ + return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); +} + +vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) +{ + vec4 col = coeffs * color_matrix; + vec4 sample_min = min(color_matrix[1], color_matrix[2]); + vec4 sample_max = max(color_matrix[1], color_matrix[2]); + + col = clamp(col, sample_min, sample_max); + + return col.rgb; +} + +/* main_fragment */ +void main() +{ + vec2 dx = vec2(1.0 / global.SourceSize.x, 0.0); + vec2 dy = vec2(0.0, 1.0 / global.SourceSize.y); + vec2 pix_co = coords * global.SourceSize.xy - vec2(0.5, 0.5); + vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) / global.SourceSize.xy; + vec2 dist = fract(pix_co); + float curve_x; + vec3 col, col2; + +#if ENABLE_LANCZOS + curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H); + + vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); + + coeffs = FIX(coeffs); + coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs); + coeffs /= dot(coeffs, vec4(1.0)); + + col = filter_lanczos(coeffs, get_color_matrix(Source, tex_co, dx)); + col2 = filter_lanczos(coeffs, get_color_matrix(Source, tex_co + dy, dx)); +#else + curve_x = curve_distance(dist.x, SHARPNESS_H); + + col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); + col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x); +#endif + + col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V)); + col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0))); + + float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); + float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0; + float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX); + float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX); + float scan_weight = 1.0 - pow(cos(coords.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH; + + float mask = 1.0 - MASK_STRENGTH; + vec2 mod_fac = floor(coords * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE))); + int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); + vec3 mask_weight; + + if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); + else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); + else mask_weight = vec3(mask, mask, 1.0); + + if (global.SourceSize.y >= SCANLINE_CUTOFF) scan_weight = 1.0; + + col2 = col.rgb; + col *= vec3(scan_weight); + col = mix(col, col2, scan_bright); + col *= mask_weight; + col = pow(col, vec3(1.0 / GAMMA_OUTPUT)); + + FragColor = vec4(col * BRIGHT_BOOST, 1.0); +}